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Messages - ermak

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Share New Actions / Re: Steamworks.NET
« on: November 15, 2017, 01:08:38 AM »
Hey All,

I've got steamworks.NET all setup with the actions installed.

I've followed everyone's examples and got the app ID entered. Everything seems to be working, no errors and the console is putting out the following messages:

New Score of 420 uploaded to leaderboard: High Scores

OnScoreUploaded 1 - 0

Nothing is appearing in the leaderboard though.

Am I missing something?

If I remember right (because I dont work with Unity from a while)

1. You must see in the log:
OnScoreUploaded 1 - 1 (Score is uploaded)
If you see:
OnScoreUploaded 1 - 0 (Score is not uploaded)

2. You must send only bigger score not equal or smaller of the current recorded score on steam. Example: upload: 2, 5, 10 , 12 ... this is fine.
If you upload 10, 15 and after this again 15 or 14 , 12 ... this is not fine.

3. Make your Leaderboard in your Steamworks account like this:

Name: What you want
Community Name: What you want
Sort Method: Descending (this is very important)
Display Type: Numeric

4. If I remember right (from Steam docs)... You can upload/send only 10 scores for 10 minutes interval. TIhis is steam limitation for optimisation purpose. So, if you upload the right numbers, but very often... again you will see:
OnScoreUploaded 1 - 0

Good Luck!

Share New Actions / Re: Steamworks.NET
« on: August 02, 2017, 05:02:09 AM »
Here have one C# script for "Get scores from leaderboard" but the creator missing something and he don't know where exactly is downloaded score data. If anyone can help with this...


Also is very important to add this line, if you want Achivments to unlock in-game and not only if you quit the game. Thanks to ManicMinerUK for that hint!


So, my SteamAchievementUnlock.cs script currently is this and Achievements are unlocking in-game:

// Created by Riley Labrecque for Digital Devolver and Terri Vellmann
// (c) 2014
using UnityEngine;
using Steamworks;

namespace HutongGames.PlayMaker.Actions
   [Tooltip("Unlocks an Achievement by name.")]
   public class SteamAchievementUnlock : FsmStateAction
      [Tooltip("Achievement name.")]
      public FsmString achievementId;

      [Tooltip("Returns true on success, false on failure.")]
      public FsmBool success;

      public override void Reset()
         achievementId = null;
         success = null;

      public override void OnEnter()
         success.Value = SteamManager.StatsAndAchievements.UnlockAchievement(achievementId.Value);   
         SteamUserStats.StoreStats ();  // ADD THIS LINE

With this line Achievements showing in Unity Editor too, but you must be loged in your Steam app (username account with access to Steamworks page).
Also don't forget after creating Achievements on Steamworks page, to publish your changes and reload your Steam app and Unity program.


Can anyone give me example picture of FSM how to setup and work with these actions: Steam Stats Setup, Steam Stat Set, Steam Stat Get. I can't figure out how to work with this. Unity showing error "can't find stat with that name", but "Steam Stats Setup" action must be only INT or FLOAT and my stat API Name is STRING (on steamworks developer page ?


Work In Progress... / Re: Infection Rate (co-op zombie survival)
« on: January 21, 2017, 02:04:43 AM »
It's mix between: Mixamo, Daz3D, MakeHuman  :)

Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2016]
« on: November 14, 2016, 03:07:26 AM »
Hi, I have 3 questions.

1. I am with Unity 5.3.5, Playmaker 1.8.3, ArrayMaker 1.1.5 Build 2.
Is it everything compatible with Data Maker 1.0.6?
Any errors, problems with actions?

2. Currently I using ArrayMaker components (HashTable, ArrayList) for data base with prefilled values (string, integers, gameObjects, sprites, audio).
If I change my data base to XML files, for example: items.xml located in Assets root folder in the project. In the final build (for Windows) where will be this XML file? Maybe my game can be hacked if someone find this file and change the xml values?
Also I am not sure where ArrayMaker store the values too... in the final build. Maybe no matter what will be: ArrayMaker or Data Maker, these values can be found?

3. Can I use XML file for Prefabs gameObjects, Sprites, Audio clips? And how I can find these things by name after this? I mean from Assets folders, not Scene Hierarchy objects.

Work In Progress... / Infection Rate (co-op zombie survival)
« on: November 03, 2016, 09:57:25 AM »


Infection Rate is 3rd person Co-op Zombie Survival with multiplayer.


- Different ways to escape from the levels
- 8 playable characters with unique abilities and skills
- Random position spawn of items
- Combinations between items
- Additional extras like skins and item sets
- Cloud server for player accounts
- Online Co-Op up to 4 players
- Achievements
- Heart attacks
- And more...

- Have fun with our previous games
- Report Bugs and suggestions:
- "Like" our facebook/twitter page
- "Share" our website and facebook/twitter page with your friends
(and try online mode together?)

Gameplay Video:

More information:



Playmaker Help / Re: Playmaker FSM Editing Becoming Sluggish
« on: September 26, 2016, 01:34:39 AM »
On the action browser- try clicking the little gear icon on the top right and uncheck "auto refresh action usage"

Thanks for this advice! I see better FSM performance now (in project with very game objects and FSMs).

Playmaker Help / Re: Photon - Play with friends[SOLVED]
« on: September 12, 2016, 07:48:39 AM »
Thanks for this!
I am happy to see you updating wiki page too. Because you know, sometimes ecosystem not working.

Oh.. yeees "RequestOwnerShip" :)

I changed my game logic to works only on OWNER gameObject when "Set Animator IK Goal" is used. It's not a big problem... (with send events) but will be good idea to mention in action description - "only working on owner".

ok , I'll waiting :)

Playmaker Help / Re: Playmaker variables in Prefabs not updating
« on: July 09, 2016, 01:42:56 AM »
If you try "Revert" on whole GameObject (Not FSM Revert to Prefab) again not working and not updating?

If you add new variable to "Prefab", that variable must be automatically added to your "instance" of this prefab on the scene. This is by default. But sometimes modifications of the "instance" can broke some connections.


So... I must use it only on "Owner"? It's not possible to use "Set Animator IK Goal" on other game object?

Thank you so much! Now working without "Set Animator Body". And this "Warning" disappeared:
Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK

But I have one more question.
"Set Animator IK Goal" can work only on "OWNER" GameObject (with Animator Component)? Can't work on other GameObject?
For example I can have PARENT GameObject with all my FSMs there and one CHILD GameObject with Animator component there. And this not work.
Yes I can change my game logic to make it work (only on child)... but just I want to know - this is bug or not?

Example Video Link:

Playmaker Help / Re: Playmaker 1.8.1 - Set Animator IK Goal working?
« on: July 01, 2016, 12:45:39 PM »
Thanks! Your sample works fine!

Again this:
Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK
but this is just a warning (not error).... can work with that without problems.

Only one note. The problem was not in built-in action: "Set Animator IK Goal".
You must have "Set Animator Body" action... somewhere in the FSM.
No matter is "On" or "Off". No matter in which "State (box)".

Example Video Link:

Maybe this is the problem:

So, while I am trying to solve my server side issues ( my whole domain is down, etc etc... and it's affecting the Ecosystem, I am really sorry...)

Quote from:

Sometimes "search" not working. Same problem here. Use it again and again... until done your query. It's just a bit slower.

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